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    # Unlight 從 TCP 到 WebSocket 的 HTML5 之路 2021 TGDF 台北遊戲開發者論壇 [共筆筆記索引](/ZA0Ckn94T0yN_JM36Z3KPw) [官網連結](https://2021.tgdf.tw/speakers/4) [簡報連結](https://speakerdeck.com/elct9620/2021-tgdf-unlight-cong-tcp-dao-websocket-de-html5-zhi-lu) 講者:邱政憲(蒼時弦也) # background - flash 停止支援,需要使用其他工具開發 - 本來決定使用 unity - 版權方希望推 H5 版本 - unity 使用 WebAssembly,沒辦法支援 DLL # 連線問題 - 原本暫時不處理的 TCP 連線問題要改成用 websocket - 評估後改成以 golang 開發 proxy server - 把 web socket 轉換成 TCP 連線再丟給 server # 封包問題 - Unlight 使用的是自訂的資料結構,需要以二進位方式處理 - 然而 JS 處理這個很麻煩 - solution:跟 proxy 共用封包解析套件,用 WebAssembly 提供支援 # 目前架構 ![](https://i.imgur.com/XE7MK0x.png) ## server 不調整,相對穩定 ## Proxy - 單一 websocket 連接,背後 proxy 到不同伺服器 - TCP 連線狀態由 proxy 管理,斷線可以用相對少的修改方式解決 ### why golang? - 本身有不錯的 websocket / IO 處理支援,省時間 ## Cmd lib - 透過 Code Generator 產生能夠自動編碼與解碼封包的套件 - Proxy 可以針對玩家封包做紀錄,JS 端可以透過 Wasm 直接用於解析 ## Bridge lib - 透過 ProtoBuf 和 WebAssembly 溝通和解析指令 - 封裝成事件跟 Promise 物件,提供非同步操作 ## State lib - 問題:Unlight 本來的設計,狀態和事件是混合且嚴重耦合的 - 把互動抽象化,Client 只需要根據狀態變化更新 - 製作單獨的 debug console,避免 lib 開發被 client 開發卡到 - 使用 TS 加入型別檢查與封裝,避免協作時理解錯誤 # 總結 - 原本以為轉到 H5 應該很快 - 當東西複雜到一個程度,沒有型別檢查會很痛苦 - 原本以為重寫網路模組會不好處理,可是改用 Proxy 之後成本沒那麼高 - 選用 Unity 是因為 JS 太多必要套件沒辦法使用,但使用 WebAssembly 後雖然效果不好但仍然可以解決問題 ###### tags: `2021TGDF` `台北遊戲開發者論壇` `共筆筆記`

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